Double Dragon/Amon

From SuperCombo Wiki

Introduction

Birthplace - probably Japan

Height - approx. 5' 11"

Weight - approx. 154 lbs

Fighting Style - Ryuganinpoh

Interests - Disguises ?

POW: 2

SPD: 4

DEF: 2

Strengths Weaknesses
  • Mixup Master: Amon has great mixups, both high/low and left/right. He is especially dangerous on okizeme, when the opponent's options are limited.

  • Anti-Zoning: Amon has multiple ways to teleport directly to his opponent, completely bypassing zoning. Projectiles are always a risk to throw against a skilled Amon player.

  • Anti-Airs: Amon is very capable of shutting down air approaches in a variety of ways. He has two air throws, a variety of anti-air normals, and his 28X special for a slow but high-damage option.

  • Charge-dependent: Amon is a charge character, and thus he must be prepared in advance to utilize many of his attacks, including his most consistent reversal.

  • Defensive Problems: Amon's health is on the lower end, and both of his reversals require meter. He also has the unique disadvantage of a very long wakeup animation, allowing opponents extra time to set up okizeme.


Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Amon5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1520 2 - - H/L Yes +8 +12


Close 5A
AmonCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1520 3 - - H/L Yes +7 +11

Hits almost directly above Amon, good anti air in a pinch.


Far 5B
Amon5b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3040 8 - - H/L Yes +7 +11

Great button for combos and poking. Will combo when cancelled into elbow at nearly any distance. Does not hit low, despite appearances.


Close 5B
AmonCLb2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3040 4 - - H/L Yes +7 +11


Far 5C
Amon5c2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 4560 14 - - H/L No +7 +9

Large, highly active spinning heel kick. Solid hitbox, but slower than average startup and lack of cancellability result in a mediocre button at best. Outclassed by Far 5D for basically everything.


Close 5C
AmonCLc1.png
AmonCLc3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 4560 5 - - H/L Yes -6 -4

Amon performs a front kick before springing off of the opponent and flipping backwards. A strange button with unusual frame data, this is usually safe despite its negativity due to high pushback. Gives higher damage than 5B when cancelled into elbow, but only combos off of jump ins due to limited range and input overlap.


Far 5D
Amon5d1.png
Amon5d2.png
Amon5d3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 6080 24 (Air)/30 (Ground) - - H No Variable (+8 Minimum) Variable (+5 Minimum)

Supermassive overhead kick with extremely long active frames. Despite its slow startup this button is highly useful, can be linked into 2B/5B whenever it connects to start combos. Also extremely potent as an anti-air.


Close 5D
AmonCLd1.png
AmonCLd2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 6496 (3040+3456) 9 - - H/L, H Yes (1st hit) +7 +5

Another great combo starter for Amon, 2nd hit is overhead and can be linked into 2B on hit. Fantastic way to start punishes, or combo after a crossup.


Crouching Normals

2A
Amon2a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2A 1520 2 - - H/L Yes +8 +12


2B
Amon2b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2B 3040 3 - - L Yes +9 +13

Outstanding low poke and combo tool, extremely fast and easy to link into and out of.


2C
Amon2c1.png
Amon2c2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2C 4560 4 (Air)/14 (Ground) - - H/L Yes +13 +15

A bizarre attack in which Amon performs a crouching axe kick. A reliable anti-air in its early frames, and a highly advantageous but otherwise unremarkable grounded button in its later frames.


2D
Amon2d.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2D 6080 12 - - L No KD -2 to -10

Long-ranged slide, this can be spaced to be safe. Decent grounded poke and knowledge check.


Aerial Normals

Neutral J. A
Amon8a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8A 1520 3 - - H Yes Variable Variable


J. A
Amon79a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9A 1520 1 - - H Yes Variable Variable

A rare one-frame button, this obviously makes it a fantastic choice in aerial scrambles, though beware its short range.


J. B
Amon789b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9B 3040 4 - - H Yes Variable Variable


Neutral J. C
Amon8c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8C 4560 6 - - H Yes Variable Variable


J. C
Amon79c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9C 4560 6 - - H Yes Variable Variable

Amon's general-purpose aerial button, deals solid, consistent damage and has a nice crossup hitbox.


J. D
Amon789d1.png
Amon789d2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9D 6080 (1520+4560) 4 - - H, H Yes (1st hit) Variable Variable

Amon's best jump-in for combos, such as during a dash. First hit tends to whiff against crouching opponents.


Command Normals

Pursuit
2X when opponent is stunned (KD)
Amonprst.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2X - 76 - - N/A No KD N/A

Amon's universal Pursuit attack.


Throws

Vacuum Throw
4/6B
Amonbthrow.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6B 6080 1 - 0 - No KD N/A

Can be performed in either direction, leaves opponent midscreen distance.


Dragging Strike
4/6C
Amoncthrow1.png
Amoncthrow2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6C 7600 1 - 0 N/A No KD N/A

Always switches sides with opponent, leaves point blank.


Leaping Slam
4/6D
Amondthrow1.png
Amondthrow2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6D 9120 1 - 0 N/A No KD N/A

Keeps on same side, carries opponent forwards.


Air Dragging Strike
4/6C in air
Amoncthrow1.png
Amoncthrow2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6C 7600 1 - 0 N/A No KD N/A

Amon stays in the air and can act after this throw, allowing unique and useful okizeme.


Air Leaping Slam
4/6D in air
Amondthrow1.png
Amondthrow2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6D 9120 1 - 0 N/A No KD N/A

Functionally identical to ground throw.


Special Moves

Shihoken
Hold 4~6X
Amon46X1.png
Amon46X2.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 46A 6080 6 (point blank) - - H/L Into KD +1
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 46B 6650 6 (point blank) - - H/L Into KD -2
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 46C 7220 6 (point blank) - - H/L Into KD -6
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 46D 7790 6 (point blank) - - H/L Into KD -9

Amon performs a rushing back elbow attack. Charge time is 1.25 seconds. Stronger versions deal more damage and travel faster, but recover slower. An essential combo ender for Amon, the knockdown leaves enough time to dash up for whatever okizeme you want to try.


Shihoken (Reverse)
X before Shihoken connects
Amon46X4.png
Amon46X3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
X before Shihoken connects Varies 24 - - H/L N/A KD Varies

Amon warps behind his opponent and performs a surprise Shihoken after a short delay. Copies the damage and frame data of whatever version of Shihoken was initially used. Must be blocked as a crossup. A potent mixup and okizeme tool if used sparingly, but easy to mash out of. Extraordinarily useful for anti-zoning, as Amon will always end up directly behind the opponent no matter where he uses this attack.


Rekka Bakuen Heki
Hold 2~8X
Amon28X2.png
Amon28X3.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 28A 6840 15 - - H/L Into KD -11
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 28B 7600 17 - - H/L Into KD -23
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 28C 8360 19 - - H/L Into KD -35
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 28D 9120 21 - - H/L Into KD -45

Amon puts his hand to the ground and produces a large explosion with him at the center. Charge time is 1.25 seconds. Stronger versions produce more explosions, up to four. Possesses invincibility, but only once Amon's hand has touched the ground. A slow, but high damage anti-air option that will stop attacks from either side. Highly unsafe on block, so not recommended for use against grounded opponents.


Yosoken
412X in air
AmonJ412X.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 412A 4480 (3 hits) 21 - Until grounded H/L Into Variable Variable
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 412B 5840 (4 hits) 23 - Until grounded H/L Into Variable Variable
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 412C 7200 (5 hits) 25 - Until grounded H/L Into Variable Variable
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 412D 8480 (6 hits) 27 - Until grounded H/L Into Variable Variable

Amon throws a spread of shuriken from the air to the ground. Stronger versions throw more shuriken, up to 6 total. Covers a lot of space and deals decent damage, but forces Amon into an uninterruptible falling animation after the move is completed, giving it very high recovery and limiting its usage.


Super Moves

Onmyo Bakuen Satsu
41236XX
Amon41236XX.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
41236XX 13312 38 (varies based on character height) - - H Into KD -29

Amon warps above his opponent, perches on their head, and recites the nine Kuji-in seals before they explode in a massive ball of fire. Fully invincible during startup. Hits overhead, but can be blocked from either side. Somewhat slow to start, but tracks to the opponent's location and deals respectable damage. Works very well as an anti-zoning tool, try to use this on reaction to your opponent throwing a projectile. Does not appear to be possible to combo into. Will switch sides with the opponent on successful connect, but stays on the same side on block.

Air Onmyo Bakuen Satsu
41236XX in air
Amon41236XX.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
41236XX 13312 38 (varies based on character height) - - H Into KD -29

Everything said about the grounded version also applies here. Can be used as a gimmicky surprise attack after air blocking/double jumping.


Raikoujin
Hold 2~8XX
Amon28XX3.png
Amon28XX2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
28XX 10366+? 24 - - H/L Into KD Variable

Amon focuses his ki and summons a series of lightning bolts that repeatedly strike down around him. Fully invincible during startup. Incredibly tall vertical hitbox, appears to reach the top of the stage. Amon's ideal reversal super, the first lightning bolt to connect will deal far more damage than any others. Damage and frame advantage can vary greatly depending on stage position and size of opponent.


The Basics

Combos

Color List

Dd95colorsamon.jpg

Game Navigation

General
Controls
HUD
System
FAQ
Characters
Abobo
Amon
Billy Lee
Burnov
Cheng-Fu
Dulton
Eddie
Jimmy Lee
Marian
Rebecca
Bosses
Duke
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